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Configurable Containers
Requirements
ModuleManager
AT_Utils (already included)
Download from SpaceDock
For Players
This mod converts fuel tanks and resource containers so that you can change the resource(s) they hold in Editor and in Flight.
Supported Mods
Configurable Containers support many part packs and mods:
TweakScale
ProceduralParts
Parts with stock resources converted:
Stock
KW Rocketry
Mk2 Expansion
Mk3 Expansion
SpaceY-Lifters
SpaceY-Expanded
Fuel Tanks Plus
Modular Rocket Systems
Standard Propulsion Systems
Near Future Propulsion
Spherical and Toroidal Tank Pack
OPT Spaceplane Parts (made by octarine-noise)
…more will come.
Supported resources:
Stock
TAC Life Support
Extrapalentary Launchapads
Near Future Propulsion
All USI
All KSPIE
…more will come.
Types of the Containers
Tank Type is a set of resources that, gamewise, have something in common. For example gases, or liquid chemicals, or metals. There are also two kinds of configurable containers.
Simple containers belong to a single Tank Type (which can be changed in Editor) and can hold only a single resource. In flight this resource may be changed only if the container is empty, and only within its Tank Type.
Compound containers are in fact collections of simple containers inside of a single part. In Editor you can partition the inside space of such part, creating as many simple containers as you need. The only restriction imposed by KSP is that a part cannot have two identical resources stored. So if you have two containers for liquid chemicals in a part, only one of them can hold Liquid Fuel.
Compound containers have a dedicated user interface so as not to clutter part menu:
For Modders
Source Code
CC is a part of the AT_Utils framework.
It provides the SwitchableTank module that allows for creation of container parts for predefined sets of resources switchable in-flight. Sets are configured in a separate .cfg file and are intended to contain similar things like gases (one set), liquid chemicals (another) and so on.
Another module Configurable Containers provide is the TankManager which enables in-editor partitioning of a container, effectively converting it into a set of independent SwitchableTanks.
The third, utility module named SimpleTextureSwitcher allows you to cycle through a predefined set of textures for the model or a part of the model, so a container may be easily identified. It is now part of the main AT_Utils.dll, not the CC itself.
Acknowledgments
My patrons on Patreon. Thank you for your support!
Kevin Casey
Bob Palmer
Ryan Rasmussen
Matthew Zaleski
Bart Blommaerts
eL.Dude
Layne Benofsky
Igor Zavoychinskiy
Issarlk
Meiyo
BP
Jenna Mitchell
Squiddy
Ted Achenbach
SCESW
Patrice Hédé
Steve Victory

Hey folks,
I'm having some quite random results when switching between ships with the '[' and ']' keys. A typical scenario:
1. Docked with my Mun station.
2. Undock a ship.
3. Switch to said ship with '[' key.
4. Attempt to fire engine to thrust away.
5. Observe Mun station engines also firing, as well as responding to control inputs.
Is this supposed to be 'by design'? Surely not?? If I instead go to the tracking station, choose the newly un-docked ship, *then* thrust away, it's all good, and my Mun station doesn't go spinning off in some random direction.
If it *is* by design, how do I prevent the Mun station from responding to inputs that are supposed to go *only* to my un-docked ship?
If it's *not* by design, what's the best way around it? Just go to the Tracking Station and switch that way? It's just so tedious compared to switching ships with the '[' key.
As an interim workaround, I've been de-activating the engines on the Mun station and other docked ships until I need them, but this is also tedious and frequently catches me out when I forget.

Can someone answer for me what purpose is served by switching to non-steerable debris? Other than if that debris is moving away from my real ship at a high speed and I'm trying to do some lining-up, it means that suddenly I'm out of range of my own ship, pointlessly 'flying' a piece of debris that has no thrust and no ability to steer.
I'd like to know if there is a real reason for that, because it just ruined a mission for me for the second or third time and I'm kind of sick of it. I am struggling to find a purpose for being able to see from the POV of a piece of debris that I cannot steer.
Is it possible to make a change to your logic to stop doing that, or allow me to turn it off so I don't waste sometimes crucial seconds trying to switch back to my part before some window is missed?

Can someone answer for me what purpose is served by switching to non-steerable debris? Other than if that debris is moving away from my real ship at a high speed and I'm trying to do some lining-up, it means that suddenly I'm out of range of my own ship, pointlessly 'flying' a piece of debris that has no thrust and no ability to steer.
I'd like to know if there is a real reason for that, because it just ruined a mission for me for the second or third time and I'm kind of sick of it. I am struggling to find a purpose for being able to see from the POV of a piece of debris that I cannot steer.
Is it possible to make a change to your logic to stop doing that, or allow me to turn it off so I don't waste sometimes crucial seconds trying to switch back to my part before some window is missed? Such as, the window to stop my two real vessels from smashing into each other and killing the crew?